I know this. I assume here that the collision routine used determines
the correct TOI based hit point and that this error is then rather
small. At last it won't be larger than simply using a contact point on a
flat surface.
Jon Watte (ODE) wrote:
>>> Roland Plüss wrote:
>> d - e1 - e2. The result is then dynamic with the position and still more
>> or less accurate.
>>>>>> Your proposal fails when the objects undergo rotation during the step
> (unless they both are spheres).
>> Cheers,
>> / h+
>--
Leader and Head Programmer
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